mirror of https://github.com/godotengine/godot
Switch occlusion culling to be based on depth instead of Euclidean distance |
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|---|---|---|
| .. | ||
| SCsub | ||
| config.py | ||
| godot_update_embree.py | ||
| lightmap_raycaster_embree.cpp | ||
| lightmap_raycaster_embree.h | ||
| raycast_occlusion_cull.cpp | ||
| raycast_occlusion_cull.h | ||
| register_types.cpp | ||
| register_types.h | ||
| static_raycaster_embree.cpp | ||
| static_raycaster_embree.h | ||